I wanna KeyPick 100

Creator: ねころねこ

Average Rating
7.7 / 10
Average Difficulty
56.0 / 100
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Boss (4) 100_Floor (5) Puzzle (6)


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10 Reviews:

(Review mentions extra, rating does not include it) An interesting one, for sure. This guy has demonstrated a penchant for puzzles and I'm a fan of that. Having played through the vast majority of Gaze though, I felt that the keypick stage was far and away the worst thing in the game so this intrigued me - either it was commitment to a mistake or a chance to redeem himself. In this case, it was the latter.

Unlike the keypick stage in Horizon, these puzzles are much more compacted and actually use some interesting and complicated concepts instead of 'how many doors and tedious timesinks can be jammed into a single screen'. In that regard, the design is much improved.

Unfortunately, instead, this game suffers from the classic 100 Floor syndrome though, seen in a lot of games of the genre. I would flag roughly about half of the floors completely meaningless and repetitive. The solution in these are either basically the exact same as a previous, with no interesting concepts and no real difficulty. Fortunately there's a number of good ones along the way, as he certainly adds a lot of depth to the concept compared to the horizon stage. Unfortunately it also suffers from a bit too much complexity jammed into a little door, and can frequently make it difficult to tell exactly whats going on. I imagine the in-game instructions help with that, but they are all in Japanese so be aware of that.

Overall its a good puzzle game - I wouldn't say ever gets very difficult though some rooms get long enough that they become tough to get through if you don't want to plan it out. The platforming is basically non-existent, and to some extent detracts from the game as there's a ton of walking back and forth in empty space just from one spot to another, frequently in layouts where its not optimized for convenient paths. Finally, there's a nice little boss at the end - very easy but serves as a nice finale for the game.

There is an extra that requires finding shiny keys. Some of these are okay, most of them are just stupid. There is a guide available [url="https://pastebin.com/X7Y0KqX7"]here[/url] if interested (credit to whoever posted it, it wasn't me). That said, extra is just a re-hash of the tedious Horizon stage, so not really worth the trouble.

I'd recommend this if you like puzzles and want to take it easy as you'll have a lot of time just walking back and forth to not stress yourself out. The puzzles do not get too difficult (much easier than Ponder or Horizon's), so it's probably a decent intermediary choice between something like Design or Solve Color Puzzle in the scope of Fangame puzzle games before the aforementioned harder ones.

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Tagged as: Boss 100_Floor Puzzle
[3] Likes
Rating: 7.2 72       Difficulty: 50 50
Nov 24, 2018
Not really a fangame as much as it is a puzzle game wearing IWBTG skin. If you played "Gaze at the Horizon" it is by the same maker, a true brainiac who seems to have a knack for producing puzzles that will make your head hurt.

The premise is matching colored keys to matching locks akin to the old "Tower of the Sorcerer", or DROD RPG, minus the monsters. There's no real platforming here, a few token jumps tossed in as jokes in a few floors, but it's just straight puzzling.

As the game goes on, new gimmicks get introduced that add layers of complexity to the rooms so by the time you reach the end you are dealing with all sorts of crazy stuff trying to unravel the rooms. I have a knack for these types of puzzles after 400+ hours of DROD RPG, and difficulty wise I found most of them to be pretty reasonable. I did get hung up in one room later in the game for a while, but the game never reaches the soul crushing level of "Gaze at the Horizon".

There is some non-English text in each room sort of what you would see in NANG. Using my phone and a translate app I was able to decipher them. Most of them pretty much explain new gimmicks and give mostly useless hints, so while an English translation would be nice to have, don't be too put off by it not being there at the moment.

Having a predisposition for these types of puzzles I really enjoyed this game probably more than a lot of the other people, but it's not going to be for everyone. There's no real platforming here, no fancy avoidance to grind on, just a simple little boss at the end that is very easy in terms of fangames.

It's a brain game, pure and simple. Perception of the difficulty of this game is based on how well you handle these types of puzzles. This is a sit back and relax type of game, the music is pretty chill, and expect to spend the better part of 7-8 hours unraveling the rooms up to 100.

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[1] Like
Rating: 9.0 90       Difficulty: 55 55
Nov 26, 2018
I didn't expect a combination of puzzles and the 100F genre to ever happen, but it is here. Honestly I found the difficulty curve not good, almost half of the early screens are pretty simple and somewhat repetitive, and then around floor 60 the game starts getting more difficult with puzzles.

I still had a good time though, the maker knows how to make almost everything visually appealing, and the game has some interesting mechanics and gimmicks that are introduced with relatively easy puzzles in each stage, then it usually goes deeper later.

Also I gave a try to the extra until I got to screen 3, then I realized it was slowly becoming like gaze at the Horizon Stage 7 in terms of tediousness and ridiculously amount of possible combinations, something I don't dig at all in puzzles.

Still would recommend the main game to people who likes puzzles and aren't much into IWBTG fangames physics.

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Tagged as: Boss 100_Floor Puzzle
[1] Like
Rating: 7.7 77       Difficulty: 60 60
Nov 24, 2018
I played this game for eight hours straight the day it released and beat it. I suck at puzzles and some of the floors in this game are mind boggling. The game up to the 60s is easy, after that it picks up in difficulty majorly. Basically any of the 80+ questions are insane and require a lot of time to figure out.

One of the big things that makes this game fun is that the entire challenge lies in figuring out the puzzle and requires no real challenging platforming, it's just you, and the puzzle.

If you're willing to blow your brains out with some fangame puzzles, I'd give this a solid recommendation.

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[1] Like
Rating: 7.5 75       Difficulty: 75 75
Nov 24, 2018
This game to me is a bundle of great ideas put in a project doomed from the start. If you've played Stage 7 in Gaze at the Horizon, then this game uses the same gimmick: collect keys and open doors until you unlock the exit. You get 99 floors of this, and a small boss at the end to round things out.

The highlights here are without question the different gimmicks. I honestly never thought it would be possible to add interesting elements to key counting puzzles, but there's a good amount of interesting mechanics that get added throughout the floors. Stuff like 0-key doors, door mutations, or my personal favorite, master keys. They're great and add new layers of thinking to a very basic puzzle idea. The difficulty curve is also pretty nice: starts off very very simple and slowly progresses throughout the levels with more key colors, and more mechanics.

Sadly, 100 floors of counting keys is just not something that would ever work out. Puzzles get very repetitive and come down to adding more keys and more doors and a lot of the screen layouts get re-used in slightly different ways. The last 20 floors are major offenders of this, as most of them are the exact same screen layout but with different colors and key amounts. Some of the more interesting gimmicks only get added very late into the game, too: the first interesting gimmick really only comes around on floor 50, halfway through the game. On top of that, there's an insane amount of back and forth that needs to be done to solve single puzzles sometimes. Open a door, walk all the way across the screen to get a new key, walk back to open another door and get a new key, walk back again to open a door, etc. Puzzles will often take several minutes to solve, even if you already know the solution. It's extremely tedious and will make things quite boring sometimes. A final, minor complaint is that I wish the boss would've been more keypick oriented, instead of being a regular boss with a slight keypick element. It feels like it was put there for the sake of rounding things out instead of being a good addition to the game.

All in all, I can't say I'm too displeased with this. I still ended up playing it all the way through and there's definitively good elements in this, but it could've been much better. If the game's length was severely reduced, and the gimmicks were properly spread throughout, then I think this game could be really great. As it is now, I'm not sure I would recommend it.

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Tagged as: 100_Floor Puzzle
[1] Like
Rating: 4.7 47       Difficulty: 40 40
Nov 24, 2018